Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.

Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

We got a big one for you this week. We're introducing our Training Camp! That's right, a whole map dedicated to exploring all the different aspects of Super Monday Night Combat. This includes checking out any of the Pros, even ones you don't own and are not currently free. No queuing, no waiting, you just jump in and try stuff out!

Added Training Camp mode. Training Camp is found through the "Play" menu. You will just be placed in a server where you can try out all the gameplay elements of Super Monday Night Combat.
Added dialog in Custom Games to prevent players from breaking their lobbies after hitting Start Game.
Pros you cannot use are now shown grayed out in the Character Picker.
Increased mouse sensitivity slider range.
GG Stack & Chip Valvano: Character Specific call outs added.
GG Stack & Chip Valvano: Streak VO changes.
GG Stack & Chip Valvano: More Commercial VO added.
Added blue-yellow nameplate option for those who have troubles seeing red-green.
Locker Room customize menu redesigned for clarity and grouping customize slots under their associated Pros.
Improved wording on Play menu buttons.
Updated MP landing menu: separated out Super Crossfire options from Training options.
First Blood, Multikills, Kill Streaks, now send a message to everyone.
Annihilator Ready message now sent to everyone.
Respawn times now increase after the 30 minute mark.
Increased Post-Game Prize drop rate of Uniform parts.
Updated resolution options adding 1366x768 and 1360x768.
Improved descriptions for Pros.
Improved the camera while dead. Especially when the taunter dies while they are taunting you.
Juice Boxes now give 1/5 of the juice back rather than 1/4.

Bug Fixes

Fixed store taunts not updating correctly.
Fixed uniforms in the "Featured Items" area not being displayed correctly when first selected.
Fixed reselecting a Pro in the store not displaying the Pro's details in the bottom pane.
Fixed accepting an invite not always cancelling previous Match Making attempts.
Fixed light shaft on item pick ups sometimes lingering.
Fixed Play button being on some screens where it wasn't needed.
Fixed some older Uniforms not previewing properly in the inventory screen.
Fixed Chickey's egg effect from not always playing.
Fixed rare issue with both Moneyballs being destroyed at the exact same time.

Bundles

New Bundle: Triple Threat: Commando Style - On sale for the first week!
New Bundle: Action Heroes

New Taunt: I Invented That Kick
Mona Laser: Range: Full Damage/Min Damage 1536/2560 -> 2560/3072
Venice Defense: Recall button now becomes active only after Venice Defense is fully deployed and teleport button charges.
Venice Defense: Recall can no longer be used after Venice Defense is destroyed.

Healing: money 0.1 -> 0.05
Air Strike: Now does bonus damage when attached to players (Ground Zero), even under cover: 50

Veteran

Alt Fire Slam: Slow Duration 3 -> 1.5
Alt Fire Slam: Fixed slam not affecting Jackbots
Ka-Klaw: Targets can now use air control when grabbed, allowing them to 'struggle' against it. Air control for the target is reduced as the Ka-Klaw is upgraded.

Wascot

Coin Launcher: Coins now damage himself.
Coin Launcher: Coins are now team colored only for allied players.
Normalized headshot detection radius with all other Pros.
Shifty Shuffle: Now ends upon a successful counter-grapple.

I hate the headcrab nerf. If they want to nerf it just make it impossible to headcrab someone who is grappled. And why did they buff Leo and Megabeth. They are two of the strongest pros. I don't really like any of the balance changes.

The cooldown for Shoot the Moon was brought more in line with the other strikers cooldowns and they're playing with it to make it not so shitty (should put it back to the way it was 1st implemented without the knockback).
The Leo buff, shrug, aren't those values more in line with the other defender weapons falloff?

Support already makes over 2x as much as CG for healing the same amount, maybe this will bring them more in line. I wish they'd just normalize $X for Y damage healed and apply it to all 3 defenders. (and Cheston, I guess.)

I hate the headcrab nerf. If they want to nerf it just make it impossible to headcrab someone who is grappled. And why did they buff Leo and Megabeth. They are two of the strongest pros. I don't really like any of the balance changes.

The question is why does a skillshot receive a bonus for using it correctly? It's like making Cheston's barrel do bonus damage on a direct hit. The benefit of a headcrab is that you got the poor bastard dead-to-rights.

I don't really understand the Leo buffs, but Megabeth is hardly the strongest pro. She's outclassed entirely by the Assault, and even Karl has more tricks up his sleeve. Her claim to fame is killing bots, which isn't saying much. That probably needs a nerf, but she needed some buffs first.

I hate the headcrab nerf. If they want to nerf it just make it impossible to headcrab someone who is grappled. And why did they buff Leo and Megabeth. They are two of the strongest pros. I don't really like any of the balance changes.

The question is why does a skillshot receive a bonus for using it correctly? It's like making Cheston's barrel do bonus damage on a direct hit. The benefit of a headcrab is that you got the poor bastard dead-to-rights.

I don't really understand the Leo buffs, but Megabeth is hardly the strongest pro. She's outclassed entirely by the Assault, and even Karl has more tricks up his sleeve. Her claim to fame is killing bots, which isn't saying much. That probably needs a nerf, but she needed some buffs first.

Beth can do insane damage to pros at any distance. Early game, she can kill a sharpshooter/defender with 4 rockets (easy to do if you are on the second floor). The problem is she is pretty weak in a straight up 1v1, especially against commandos.

I don't really understand the Leo buffs, but Megabeth is hardly the strongest pro. She's outclassed entirely by the Assault, and even Karl has more tricks up his sleeve. Her claim to fame is killing bots, which isn't saying much. That probably needs a nerf, but she needed some buffs first.

Being good at killing bots isn't saying much? That is a huge part of the game. You can grind out nice level advantages by being better at killing bots than another class. And its not like her killing power is bad. Rockets and her derby disc do huge amounts of damage. She already had rocket jumping she didn't need more mobility. She was fine as is. And if anything she needs to do 15% less damage on Spunky as she is by far the best pro at that map.

I don't think all strikers should be equal at all things. Megabeth is great at killing bots, Assault was great at killing men, and Karl is good at both with nice utility.

re: the megabeth change.
1. her mobility skill was much, much less usable than fly/prop hop.
the lvl 4 cooldown was 15 seconds, that's what prop hop is at lvl 1! fly's cooldown was similar, but lasts much longer
2. they apparently didn't revert the nerf from last week, so all the increased velocity is gonna do is make her hit the ceiling faster (whereupon the jump stops)

re: the megabeth change.
1. her mobility skill was much, much less usable than fly/prop hop.
the lvl 4 cooldown was 15 seconds, that's what prop hop is at lvl 1! fly's cooldown was similar, but lasts much longer
2. they apparently didn't revert the nerf from last week, so all the increased velocity is gonna do is make her hit the ceiling faster (whereupon the jump stops)

re: the megabeth change.
1. her mobility skill was much, much less usable than fly/prop hop.
the lvl 4 cooldown was 15 seconds, that's what prop hop is at lvl 1! fly's cooldown was similar, but lasts much longer
2. they apparently didn't revert the nerf from last week, so all the increased velocity is gonna do is make her hit the ceiling faster (whereupon the jump stops)

Really digging the training ground, been wanting to try new pro's so I can know if I want to buy them or not. Also have had my eye on Leo so it will be nice to really get to mess with him. Does anyone know what time they usually update?

Really digging the training ground, been wanting to try new pro's so I can know if I want to buy them or not. Also have had my eye on Leo so it will be nice to really get to mess with him. Does anyone know what time they usually update?

Really digging the training ground, been wanting to try new pro's so I can know if I want to buy them or not. Also have had my eye on Leo so it will be nice to really get to mess with him. Does anyone know what time they usually update?

just got the update 15 mins ago was about 1.2gb

TY for the heads up! Steam already downloaded it and I didn't realize it. Good lookin' out Steam!

Shoot the moon does seem to be more in line with it's initial implementation, no hitting the ceiling.
Not quite as much distance as when she was introduced though, falling short of some of the jumps you could do on Spunky.

Why on earth is a Support about as hard to 1v1 than a fucking enforcer (as a Commando)?

He can seriously sit there and backpeddle while dealing high damage and healing himself. Oh, and it snares you to boot. Unless you can kill him within a grapple (lunge -> grapple), you should just leave. Granted, it's way easier to do it as Spark or Assassin since they have two grapples and accurate guns. Wascot just kind of impotently waits for death. The best part is that it has an absurd magazine, so you'll be long dead before he ever has to reload.

What the hell is up with that?

EDIT: I am perfectly fine dying to a Support near his nest, but a solo Defender away from their "thing" (bots or turrets) should not be capable of putting up this much of a fight. Leo and Combat Girl are absolutely FUCKED in this situation unless they can get back to a turret or ally in time.

you know what? I'm done with this game until they fix the matchmaking. I'm about ready to uninstall.

I took a couple days off after raging a few nights ago, and tonight it's the same shit.
3 more losses because of getting matched with retards.

I just lost a 5v4 because 2 of my 4 just charged headlong into their tank + megs grinder, or wandered ass first into their wascot, and only bothered to show up momentarily for the 2nd anni battle. (not at all for the 3rd)

you know what? I'm done with this game until they fix the matchmaking. I'm about ready to uninstall.

I took a couple days off after raging a few nights ago, and tonight it's the same shit.
3 more losses because of getting matched with retards.

I just lost a 5v4 because 2 of my 4 just charged headlong into their tank + megs grinder, or wandered ass first into their wascot, and only bothered to show up momentarily for the 2nd anni battle. (not at all for the 3rd)

Tbh, this is a problem with all moba games with matchmaking. To this day, I will not play a solo public LoL game. The only way to avoid it is to play with other people you know. If its bothering you that much, you should add some of us to your steam friends and play build teams.

I know commandos like being lone wolves but they work really well in a ganking team too. flashing stun, then a series of throws and melee attacks will kill off people really quick. Two commandos or a commando and a faster character like megabeth and assault. Maybe veteran and cheston.

I mostly know this because it happens to me all the time. It works well against support.

Tbh, this is a problem with all moba games with matchmaking. To this day, I will not play a solo public LoL game. The only way to avoid it is to play with other people you know. If its bothering you that much, you should add some of us to your steam friends and play build teams.

I think 5 man team queuing is much more broken than solo queuing. Very rarely will you ever play a balanced game against another team of 5. The best seems to be when you queue with a team of 2 or 3 of about the same skill level and just hope that each team gets the same number of feeders.

We just did it last night. Played 2 games as a team of 4 and then another as a team of 5. Each game was very close.

I've come to the conclusion that I am apparently the exception to the rule here, because I seem to be having a wonderful time with matchmaking (be it solo or team) and have no complaints at all. Meanwhile, everyone has been posting almost nonstop about how horrible their experiences have been. I don't get it.

DS Code: 3050-7671-2707
Pokemon Safari - Sneasel, Pawniard, ????

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TheRoadVirusThe DM with the plan... that is sure to be ruined soonBaton Rouge, LARegistered Userregular

Playing 5v5 and having people drop mid-match sucks, but it's kind of fun. I like seeing how long we can manage to stay alive at that point. Hell, last night we even got their moneyball to less than 25% after we had two people drop. Made it feel like a mini victory in and of itself.